I have some campaigns I can run. I would use Gurps, but you don't
need any prior experience- I will help with character creation, and play
is quite intuitive. Gurps is good at 'cinematic realism', and
practically anything an action movie hero could do, you can attempt in
game. Here are my campaign pitches: Fallout: Seattle It has been 25 years since the bombs fell. Vault Protocols require a scouting team to be sent to assess the conditions outside. And the Overseer knows just the right group of malcontents who will surely volunteer for a one way mission. The game would be set in north-west Washington. The players first priority would be exploration and survival, then settling down and seeing if they can successfully rebuild some bit of civilization. Steven King's The Mist An ill-advised experiment with cross dimensional energies leads to Earth being overrun by voracious fauna and flora from an alien world. The inhabitants, and transients, of a small American town will now have to struggle for survival in a strange and deadly ecosystem where Man is no longer at the top of the food chain. Basically survival horror, but with alien creatures instead of zombies. Rebels on the High Seas Caribbean, 1660. The overseas colonies of the Spanish Empire are vast and rich. Harbor fortifications and church towers rise high as slaves labor in the mines and the plantations and fleets of great galleons bring back to capitol the treasures of the New World. You are all the cargo of a slaver ship heading for the colonies, aboard either for opposing the Empire or just happened to be the wrong ethnicity or religion. But you manage to organize a mutiny and seize the ship. Now you shall join the Brotherhood of the Coast and sail free under a black flag, pillaging ships of the colonial empires and liberating any slaves you find. A nautical campaign of heroic pirates, who fight against oppression and slavery, and might even change the course of history. Delvers of the Deep The world’s most powerful known mana well lies under an extinct volcano in the Hadrada mountains. To take advantage of the bountiful supply of mana, an academy of magic was founded upon the slopes of the old volcano. In time, it grew into a sizable settlement. Underneath the mountain stretches a vast network of caves, suffused with magic. The flux of arcane energies has led to the development of a peculiar ecology of mana dependent fauna and flora. Adventurers will frequently plumb the depths of this labyrinth, harvesting useful alchemical ingredients and searching for deposits of crystallized mana, a much sought after substance by both enchanters and alchemists. But one must take caution, for the creatures of the Dungeon become ever more dangerous the deeper one descends, and none have survived to explore the very deepest of levels. Expedition to Hollow Earth In 1903, the British Discovery Expedition lead by Robert Falcon Scott penetrated deeper in the Antarctic than ever before. Crossing a mountain range they headed downwards. And downwards and downwards, until a strange new sun rose in what should have been due south and the icy planes thawed into a tundra. Then the mammoths showed up... It is now 1917. Europe is as ever a powderkeg ready to blow, as all the Great Powers rush to establish outposts in Antarctica and the Hollow Interior. The British Royal Geographical Society has just borrowed a pair of the world's largest dirigibles from the Royal Navy and is planning an ambitious mission deep into unexplored lands... The players would be a team of explorers heading the expedition. Dinosaurs, savage tribes and mysterious ruins await.